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## About The Pull Request
title, will be used when i tgify machines (upgradable machinery)
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## Why It's Good For The Game
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## Changelog
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🆑
code: properly implement `INTERACT_ATOM_*`
/🆑
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- all cells in the game are now small, medium, large
- super, hyper capacity cells, device, and weapon cells are all removed
- cells now have standardized variants, some of which are printable by
R&D
- energy weapons rebalanced
- **advanced energy guns and stun revolvers removed** - use the new
modular weapon system and microfission cells.
---------
Co-authored-by: silicons <silicons@silicons.dev>
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## About The Pull Request
This adds a few lines of code that fixes the strafe mechanic for the
Marauder/Mauler/Seraph.
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## Why It's Good For The Game
It gives it the ability to do what all other mechs can do.
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## Changelog
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🆑 Kade
fix: fixed the Marauder series of mechs not having their strafe work.
/🆑
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## About The Pull Request
This prepares the grounds for 3x3 mechs to be added into the game,
starting off with the first trial of the Quasimodo. The Quasimodo is
designed to carry a single large, anti tank weapon, with minimal room
for other equipment or weapons. The idea is to make it large and tanky,
but at the cost of it not being able to be repaired unless attached to a
mech platform to hold it(To be Added). The weapons planned to be
attached to it is an explosive, Anti Tank/Anti Building Cannon, with
more like it along the way.
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## Why It's Good For The Game
I'll be honest, this was mainly for fun. I remember that people have
been wanting larger mechs for a while, so I wanted to try my hand at it.
At the very least, if my mech doesn't get approved for crew creation,
it'll still lay the grounds for other coders to create larger mechs for
events/crew usage.
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## Changelog
- ✓ Adds the Quasimodo!
- ✓ Adds the HAG-30(AC-20)
- ✓ Adds a new mech weapon class! (Heavy Arms)
- (WIP) Adds the mech platform to create and repair the new 3x3 mechs
with!
- ? Doesn't send the server into hell over the balance of 3x3 mechs!
(Optional)
https://github.com/user-attachments/assets/2a811bc3-0076-4561-ab22-1049bff95d61https://github.com/user-attachments/assets/8872563e-6ed3-43e7-924f-e6b902556171https://github.com/user-attachments/assets/9f6513c5-cc56-4249-8a16-284fbf2442c7
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🆑 Kade
add: Adds the new 3x3 mech class and the Quasimodo to go along with it.
Also includes a weapon class (Heavy) to be used along side the 3x3
mechs.
/🆑
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---------
Co-authored-by: silicons <2003111+silicons@users.noreply.github.com>
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## About The Pull Request
Gives people the option to be directed by someone buckled to them.
Offset gets handled nicer now, resize affects the riding offset, taurs
actually have their center set to it, and not their tail end if 200%, or
infront of them if 25% size.
The code to saddle up actual horses, shanks, and stormdrifter bulls is
fixed, too, as it didn't switch the riding handler, which didn't get
deleted, and such not switching to the controllable part.
A few typos got fixed, stumbled by typoing my own search for the 3 mobs
for their var.
Small rendering tweak to potentially draw bags ontop of tails (required
for saddlebags.)
Saddlebags now include the saddle option, and such makes it easier for
one to hold onto
## Why It's Good For The Game
People do look more like they are carried by the person they are buckled
to. The new option could allow some RP options, synth having a
controller or being just directed by holding some part of the body, or
maybe way to put the jousting compontent to use? The bucking gives an
option to remove someone riding one, as one otherwise has no control
over it. The saddlebag also even works as a saddle now, although that
can be removed if the freeded up hand is deemed too strong.
## Changelog
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🆑
fix: taurs actually get their center calculated correctly, noticeable if
buckled sideways.
tweak: offsets get resized for riding.
fix: horse, shank, stomrdrifter bull saddeling
fix: taur bags actually get drawn over the taur body
add: ability to buck someone off your back
tweak: no riding hand needed if the taur is wearing a saddle.
/🆑
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---------
Co-authored-by: MarsMond <no@email>
## About The Pull Request
i play a character that has scale 50% and is thereby the size of one
tile
they can't fit in the micro mech and being below 50% can just obliterate
you appearance-wise
## Why It's Good For The Game
let the small creatures drive the small robots
## Changelog
🆑
tweak: change micro mech size requirement to <= 50% instead of <50%
/🆑
yeah turns out gun refactor wasn't done
- adds proper chamber handling
- fixes a lot of ballistic guns
- temporarily disables a lot of bolt handling
- refactors microbatteries
- fixes shotguns
Tears apart the overloaded `/obj/item/mecha_parts` into a few different
paths.
`/obj/item/vehicle_chassis` for the base part that things attach on
(this is the mech construction holder)
`/obj/item/vehicle_part` for things you attach to chassis
`/obj/item/vehicle_component` for integral components
`/obj/item/vehicle_module` for equipment
This is to prepare for further work on mecha as a system, and to get
some of the massive line changes out of the way.
Also:
- tears apart a few files that were just too long to be handled and
groups everything with their mechs
- erases some code reuse
look, mom! components can hook transform updates now. surely this will be used responsibly and i won't have to revisit this in the future.
when do we get structs so we can go full ECS pattern with appearance updates? having this fragmented across multiple procs is kinda annoying!
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## About The Pull Request
converts global vars to regular defines
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## Why It's Good For The Game
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## Changelog
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🆑
code: radiocode now uses defines, you cant tweak it from world.variables
anymore (or whatever that is)
/🆑
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No gameplay changes except for EMP rebalancing.
Emps are now deterministic
Ion rifles now always hit for strength 2 instead of a probability tree
of strengths
EMP damage slightly lessened as this makes a lot of things guaranteed to
hit with strength 2 instead of 3
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## About The Pull Request
Adds more ballistic options to the Exosuit fabricator, and a new
projectile that should be pretty powerful, but not too OP like the AMR
round.
## Why It's Good For The Game
Gives more options to the ballistic side of things for weapons on
exosuits. Not everything has to be a laser.
## Changelog
🆑
add: Added Gauss Rifle, AC10 and bullet for the Gauss to the code
/🆑
## About The Pull Request
it lets mechs interact with blast door buttons
## Why It's Good For The Game
they can already interact with airlocks and stuff. its kind of stupid
you have to eject like four times and get back in four times to get a
mech out properly.
🥺
## Changelog
🆑
qol: mechs can now operate blast door controls
/🆑